Install Modloader.
Copy the content of the folder in this zip into your minecraft folder, 
delete the old config file to reset it, backup it if you have edited it.
enjoy :)


ChangeLog:

0.931
Bosses now have a health bar
Seed compatibility!
Dungeon generated at message configurable
A new castle by seanyboii (from that thread: http://www.mcschematics.com/index.php?topic=11961.msg79235;topicseen#new)
New cave systems around layer 1, very big and dangerous caves with low light and monsters, go explore them, who knows, maybe you find some new dungeon around there... 

v0.93_3
Now each time a dungeon its generated a message will pop up with the position.
The madness item now woork with entities that use the new AI.
Fixed the drop for shadow walkers and the boss.

v0.93_2
Added achievements for the last bosses.
Added portugese(from portugal) to the compatible languages list, say thanks to g0dk1ller123

v0.93
Fixed, and optimized a bit the rendering stuff.
New stuff on the items gui, try it! and give me some feedback on the new "generator eggs" mountains and clouds, they are possibly future dungeons, the clouds are obviously for the sky and the mountains could go underground, or at the nether top...
Replaced the iron blocks on the sphinx stairs to obsidian
Now horses will use the jump key to jump instead of space key.
New caves on icy biomes, spawn between layers 5 and 55. Those caves have only 10 height, and are caracterized by an ice floor, goblin spawners, and a special creature, the ice bull.
New goblins for snowy biomes, very similar to their swamp brothers, they ride wolves instead of worms/bees.
New boss: ice bull. They look like blue cows, but they are not peaceful as cows, if you attack him he will charge to you destroying everithing on their path(included you).
New castles for snow biomes, there are only 3 templates right now and the chance will be low by default until I can get more of them. They are big, the default size its 70x70, with 10 tiles for underground dungeon, so as a difference from the plains castles those castles are wider and focused on the surface. The defaul mob populating castles its the shadow walker.
New mob: shadow walker, similar stats as the pirates, they don't use poisons on their weapons but have an improved team AI.
Types:
  Warrior: equiped with a dagger, they attack fast, with a bit less damage than pirates.
  Archer: like pirate archers, but don't apply poisons to their arrows.
  Defender: equiped with sword and shied, find a way to make them stop blocking, or will take long to beat them.
  Rider: equiped with a sword and ridding a horse! Hard to escape from them, so don't face them if you are not sure you can survive.
New boss: shadow walker boss, probably to be rewritted in a future, its caracterized by his special weapon. If he is figting the sky will turn dark, and will start raining. If you see him swinging his arm, run away, something bad will happen at your position.
Some new shied sprites for the enemies, now depending on the class will have a different shied.
Changes on many textures: shieds, weapons(thats new), and projectile textures are in /bdimg/items.png.
All textures are now stored at the /bdimg/ folder.
Dwarf have a new texture.
Fixed a bug placing double doors.
Now all the dispensers in the dungeons will be filled with arrows, or rarely fireballs, also fixed their rotation, so now thei are usable for traps.
For brazilians, portugese from brazil its now supported, say thanks to Capiel !

v0.925
Updated to minecraft 1.2.5
Changed the config file, and buildings location, now all will be in the Chocolate folder
Rebuilded the spider boss.
A new castle added.

v0.924
Now the "kill x" achievement will only trigger if the last damage source is from the player.
Changed the horses texture size to match the openGL standart sizes, this will probablly solve the problem with horses in some computers.
Armor and weapon from "weapon chests" now will have random enchantments to make them more valueables than crafted ones, the enchantments are random, and you can get fully enchanted items better than manually enchanted ones, this have not been very tested and the rate is hight, tell me if you find that op..
Golems from volcano dungeons changed now they use minecraft model and the new AI system, boss included.
Rewritted damage for arrows.This lowers the damage bows do, to balance it the potion effects from dwarves and pirates have an increased duration.
Rewritted the config file, DELETE IT IF YOU ARE UPDATING, now the code its easy to mantain. Also chest and treasure lines have changed the format, now they admit item damage, and all the loot from the chests its defined there, instead of having predefined items + config items.


v0.923
Some random bugs fixed.
Updated to 1.2


v0.922
Fixed a bug crashing the game crash interacting with horses/pollos with empty hand.
Magic damage reduced.

v0.921
Archers bow now changes the sprite depending on how charged the bow is(like player shooting bow)
Attacking and archer aiming(doen't apply to projectiles), reset his aiming, now archers shouldn't be a problem at mele distance, but in order to counter this small nerf, they will shoot critical arrows if they are in a highter position than you.
Decreased human mobs damage in easy(in 2 points), and normal(1 point).
Changed a bug where humans mobs where spawning in boats(lol), instead of on their original mounts.
Fixed a items gui crash if the adventure items was not installed.
Goblins stats heavily decreased.
Added a new line in the config file to configure the distance from the spawn to the point where dungeons start to generate.
Max human size reduced a bit(only apllies to normal size humans) now they won't stuck in 2 block height paths.
And some more blah blah...


v0.92
Changed pig zombie archer despawn, now archers from cities won't despawn.
Added "monster eggs" to spawn almost all the creatures on the mod, creatures spawned on this way will not despawn until dead(bosses included). To get the eggs, press the defined key in the config file, and a GUI will pop up(this its desactivated by default).
Also added a bonus item called Madness(just for fun), you can get it with the new Items gui, it causes madness around when used, or makes the hitted entity the target for all nearby aggressive mobs, summon some mobs and use it to see the effects.
Many changes too horses, on basic stats, now each horse focus on a feature(health, step height, speed, or sprint time), you can sprint using shift while you are at max speed, lot of bugfixes, be careful if a skeleton steals yours, now they have a better AI, and they will be hard to fight.
Added pollos, they are like giant chickens, you can saddle them and ride them, like horses yhey focus on a feature depending on the color(health, step height, speed, jump height, extra jumps, or plane).
Now you change animals state interacting with them while sneaking, they have 2 states free move and waiting.
Added dogs, they act like wolves with some special features, if tamed, you can't hurt them, they have a chance of becoming the target of the attacked entity, instad of allways, becoming a good ally for your battles, you can breed them as like all the animals.
Breeding animals, acts like vanilla breeding for all the animals, give them wheat, if they aren't at max health this will heal them, if they are at max health they will enter in love state, and if they find another animal of their race in love they will have a baby, There is 1/50 chances of a special baby.
Some new textures and a castle by Kanokarob

v0.91
Reduced archers damage to half.
Added horses.

v0.9
Remapped some mob sounds.
Changed the code for collisions in the humans, now works with small creatures.
Skeleton archers attack speed decreased.
Render optimizations.
Human models reworked:
  Improved moving animations, now human mobs will have human animation instead of zombie animations.
  Added attack animations, mobs with sword have 2 basic attacks, deal the same damage but have different sword animation. Mobs with bow will aim the bow after shooting the arrow.
  Added shieds, some humans will have shieds, while blocking the tamage taken its reduced at 1/3, they will also have a chance(depending on the mob level) of blocking all the incoming damage, and they are arrow inmune. Normal stats if not blocking.  
Fixed a bug making volcanoes having the double chances of spawning that the defined.
A new way to enter to underground dungeons, or to teleport fast around the world, portals. They are not implemented yet in any dungeon, but you can use them if you have adventure items.
Reworked the code for pasting templates into the world, complex redstone circuits are working better.
Pirate istand edited, added some fences, and more pirates.
Some new templates: a church(acting as a castle),one small ship and one mid ship, and a stronghold entrance by Xiraxis. A big "(air)ship", for pirates by Vakarain, another spot for pirate king. And a new castle made by me(its more a dungeon than a castle).
Now you can deactivate naturall mob spawning on the config file.

v0.892
Updated to Minecraft version 1.1
Remapped the bounds of small golems.
Dwarfs and volcano worms nerfed.
Reworked the sphinx, a new animation, and now randomly teleports in normal(3 positions) and hard(5 positions) difficulty

v0.891
Reduced the default spawning rate for all "Boss dungeons"
Added random spawners at swamp caves.
Reduced the spawner number at volcanoes.
Solved a bug with new config files writting.
Added compatibility with other mods, by adding an interface for other mods.


v0.89
Rewrited the base human class, new features to the models (random color, size, ears...), and to the entity(attack speed, range, mounts..), now have a lot of potential to add custom races, or random variations in human mobs.
Changed the spawning code for the mobs, now you will find more randomly spawning, and with all armors instead of only leather and chain, they have a low rate to spawn. The armor is decided randomly, leather have 33% chance, diamond 2%.
Reworked the IA of humans, try to attack a pirate from a boat!
Added volcanoes, spawns in mountain biomes.
Added a new stronghold, the structure its the same, but have the entrance at the bottom of the volcanoes, and goes up. Uses a new set of templates, using normal bricks instead of stone bricks, and having more open areas for fights.
New creature, goblins, initially I designed them for the volcanoes, but I prefer having dwarvens, so I moved them to the swamps, and maybe in a future I will make them spawn around all they world changing their color depending on the biome, or maybe just as some orc scout.
Added diferent kind of giant worms, actually there are 2, volcano worms, used as mounts for the dwarfs, and swamp worms.
Added dwarves, so tiny, so cute, so many of them, they come ridding worms, run! or go at your own responsability, you can find them in volcanoes.
Also added golems, this small dwarves loves machines, be care if you find the "exterminator" prototype, don't overheat him.
Made the swamp caves more interesting, adding goblins, and worms.
Changed the way items from my other mod adventure items spawns in chests, now it will be compatible with updates.


v0.82
Added a trigger to activate pirate boss achievement.
Rewrited projectiles.
Added a tweak to add items from the new mod "Adventure Items"

v0.81
Slime boss now spawn at 1/3 chance for each ship.
Slime boss drop changed, now drops more slimeballs, and all kinds of minerals.
Slime cave glowstone reduced.
Solved problem with spawns
More templates for the strongholds, including lots of spawners, and some secret rooms/hidden chests, open your eyes.
Rewrited the code to get the height for the desert buildings.

v0.8
Focused on bugfixing, new bosses will probably need fixes, and more special attacks.
Fixed a rare bug at world generation that could cause crash.
Necromancer health and attack increased, added casting particles, other minor changes.
Redone the code to get the best base height of overworld buildings.
Increased attack of all the armored entities.
Rewritted pigZombie mage.
Decreased the drops of zombie and skeleton armored, and included a low chance of dropping a random potion.
Reordered achievements and added 4 more.
Added Liche, a powerful and experimented necromancer, you can fin it at the end of Taiga strongholds.
Added castles, spawn in plains, are the easiest dungeon.
Moved skeleton, and a necromancer from strongholds to castles(only for new chunks).
Added ships, they spawn in oceans,filled with pirates.With the mod there are 7 small ships, a galeon and, the pirates island, with the obviously buried treasure.
Added a line on the config file for ships/slime caves.
There are 2 types of pirates, armored pirates, and pirate archers, they use potions on their weapons that cause visual effects.
Added a pirate boss, like other pirates they use visual effects on thein weapons, and knows the secret of the thiefs, invisibility, open you eyes!.
Revised code for chests drops:
	Armor chests: diamond armors/weapons chance decreased to 1/1000, added torches.
	Food chests: added a small chance of a random potion 1/500.
	Mineral chests: added coal and sticks, decreased chances for diamond.
	Treasure chests: now have a new line in the configuration file. Changed the contents, now can have diamonds, potions golden apples, eye of enders or a item selected from the list on the config file.
	Normal chests drops adjusted.
	Now there are 2 lines for chests: 
		chests: normal chests, they spawn in normal dungeons, randomly at swamp caves(very rare), and commonly in templates(castles, ships, strongholds, swamp cave dungeons...), the chances to get the items are, 14(basic items) + total items per each stack of items.
		treasures: only on templates, and designed to be rare, or at bosses rooms. The chances to get the items here are rarer, and you wont get more chances putting the same item multiple times, the rates are 4(basic items) + 1(custom item), if a custom item is selected it will be choosen from the config file.

V0.7
Added strongholds, a new dungeon in taiga biome(not the same as minecraft strongholds).
Added armored skeleton.
New boss, necromancer,he hides at the end of strongholds, with an undead horde protecting him.(On later versions, necromancers and skeletons will be in castles, a new dungeons in plains, and zombies and a new boss will be in stronholds)
Removed the big and hollow pyramid, now the maze entrance are custom buildungs loaded from /BetterDungeons/desert/ 
New achievement, kill the necromancer.
General world generation tweaks.
Reduced loot from chests.
Desert boss(Pyramid boss) spawn minions faster.
Minor changes in spider boss.
Pig zombie mage and pig zombie archer are agresive(remember, if you hit them all nearby pig zombies will attack you).
Bosses and armored mobs drops more exp.

V0.6
Increased health and attack of pig zombies.
Nether dungeons now are of nether bricks.
Fixed probrems with doors and some blocks in nether cities.
New buildings in nether cities.
Swamp caves now have vines, and changes on the caves generation, incresed cave width, reduced height.
Swamp caves now spawn custom rooms.
Pyramid boss attack speed now depends on dificulty.
Mazes now are made of obsidian.
General world generation tweaks.
Now dungeons don't generate in the end.
Secret boss revealed! The slime boss.
New boss, spider boss.
New zombie mobs, armored and archer.
Avhievements added, kill the desert, slime and secret boss.

V0.5:
Updated to Minecraft version 1.0.0
Added nether cities, armored, mage and archer zombie pigmen.
Created a custom format and an importer/exporter for custom buildings(splitted into other mod)
Pyramids boss nerfed.

V0.4:
Added pyramids, with a maze inside and a boss at the end, jump in the trapdoor to fight the boss, and good luck to escape.
Added a new mob in swamp biomes, bees, they spawn below layer 60, in groups from 4 to 16.
Added a secret boss, try to find it in wet biomes.
Overworld dungeons are made with mossycoblestone again.

V0.3:
Fixed bugs loading config file items.
Chances for each item in chests: total items added +13 default items /1 for each item (still not working as I want).
Now dungeons have 2 blocks floor, 4 blocks air (rooms), 2 blocks roof.
Added nether dungeon, same as normal dungeons with brick walls, uses same configuration.
Swamp caves now are more smooth, with less floating blocks.
Now dungeons don't spawn in ocean biomes.
Fixed a bug at generating, now swamp caves and nether holes don't overwrite mod blocks or ores veins.
Minor updates on dungeon generation